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Reviews for "Infestor"

beat it

it was a little too easy :/

Interesting concept, but designed blandly.

The game concept of taking over various humans to utilize their skills is a pretty neat one, but this could have been done in a much more interesting way than it was in this game.

The biggest problem I could see with this game is the difficulty curve resembled a zig-zagging line. It went up and down with very little rhyme and reason and the really 'difficult' ones were more along the lines of 'long' than 'challenging'. If you remake this game or another one, try working on having a steady difficulty curve. The last few levels of a strategy game like this should be at least a little frustrating or force you to think about them.

Which brings me to my next point. This game felt very lifeless. The music was okay, but aside from the stationary defenses and the soldiers/androids, every person in this game simply stood there, stationary, and waited to die like dumb sheep. Making them talk or try to run or even just cower when you approached would have greatly increased the immersion of the game.

The characters with weapons had a very peculiar hostile detection system where they would continue firing into the air once they spot something even when you were 1-2 levels below them, until you backed far away enough for them to calm down. Additionally, it is possible to stand (wobble?) right in front of a soldier and they will continue firing mindlessly forwards without hitting you until you take them over.

Some of the classes of human felt very pointless or redundant - the overseer and the jetpacker stood out particularly so. The overseer accomplished no strategic purpose other than "he opens doors". After this single task is complete he becomes useless. The jetpacker is almost identical to the colonist, except he can jump TWICE in addition to higher. While this might be useful in itself, most of the time the levels are arranged in a way that simply means you use his double jump to get to the next floor upwards, which is simply placed higher instead of making the player consider a creative way to use this double jump. In one level you actually switch from a colonist to a jetpacker halfway through the level, just for the sake of being able to continue the second part, which is exactly the same as the first only requires double jumps. Perhaps giving him a small fuel gauge for flight would have encouraged more strategic play.

Another issue I have seen a few people other people mention too - when you release a host, they die instantly. It wasn't a few times I misclicked a button and had to restart the level because the single-purpose human I had hadn't completed his allotted task. Perhaps leaving them alive after you hop off would be more helpful, there is no precise reason they need to spontaneously die that I can see.

Adding more classes in general would have been interesting, be they types of androids or humans.

So let's recap on the main things you need to improve:
Difficulty curve.
Game animation/Immersion (fix the lifeless feel).
Make the classes more thoughtful and less redundant/single purpose.
Perhaps make possession less lethal.

umm, normal, but

*gets very repetitive
*Idea is NOT original, it is taken from nitromes "parasite" witch is a much better game overall
*pixelated graphics (I know some games try to be "classical looking" but non-pixelated graphics would look much much better on this game and it is easier to make them pixelated rather than detailed so it rather shows how lazy creators were, not how classy they are)

So, its a repetitive, lazyly made copy of a great nitrome game. :/